Colludium's Forum Posts

  • For what it's worth, I put events and included event sheets inside groups that are enabled/disabled depending on the stage of the game. Just to minimise unnecessary condition checking of things like player mode etc. That way a check for a bunch of collisions and player modes associated with swimming or whatever don't need to be checked for and discounted every tick.

    I doubt there's a difference in performance between using one or many event sheets, because after compilation they are all blended into one file anyway.

  • Understood - seems odd that only one joint didn't form properly...

  • What is your full screen scaling setting and is the game full screen when this happens? Does it happen in a letterbox integer scale window? I'm imagining that this could be to do with an added GPU burden of having to find detail in previously small sprite images - perhaps the problem is here in how small (shrunk on screen) textures are handled before zooming in...??

  • It's surprising and a little disconcerting if layout zooms can make games crash on some machines (I am using a few as well....). Have you the ability to count how many objects are on screen at the approx times of the crashes and if that number changes greatly? My total guess would be a GPU instantaneous bottle neck as the number of objects to render goes up (zoom out) - although there could be something to 's guess, I -er- guess! I find it hard to imagine a CPU bottleneck... so I'm guessing that the users who experienced this were celeron or i3 users with weak GPUs that could not cope with running a single thread nw.js and all of that scaling maths.

    Does the map layout use any unique to that layout 3rd party plugins or webgl effects?

  • spongehammer - thanks! I've been having a good think about the game's levels now I've made this - because crashing a truck is more fun than falling off a rope! An incentive to progress, maybe?

  • Sisyphus - I remember!! Although asm.js promises some performance dividends, I think it's still very much in beta as these bugs indicate. I also suspect that any gains it offers now over the standard box2d engine might become unnecessary due to browser and hardware improvements. Time will tell!

  • Tee hee!

    I agree that features seem to be added once and then rarely extended after bug fixes.

    Kinematic bodies, anyone? Steam plugin?

    That's not the same as the OP complaint about not understanding local storage or receiving advice on how to publish...

  • Problem Description

    Edited. I did some experimenting and it appears that asm.js is not very good!! When joints are created and played in box2d the joints behave properly. If the physics is changed to asm.js then the joints become a springy and somewhat unpredictable mess - they do not behave correctly.

    Attach a Capx

    capx

    Description of Capx

    One layout with 2 types of physics objects. One type is fixed (sprite) and the other is not (sprite2). When you run the layout, a family is used to pick the movable objects and join them together using limited revolute joints. The imagepoint(0) is top left and imagepoint(1) is top right of these objects; the objective is to joint the adjacent top corners of the objects using limited revolute joints. This semi-rigid jointed chain/platform is then attached to an immovable object via a revolute joint on the right so the whole assembly can pivot and rotate/fall anti-clockwise until the left segment strikes a ground object. The movement of that left object is of interest here.

    Steps to Reproduce Bug

    • Run the layout.
    • Observe.
    • Run the layout after selecting box2d web physics engine and observe.

    Observed Result

    In asm.js, when the 3 joined objects rotate down and strike the floor, the left-most object behaves incorrectly in 3 ways:

    1. It appears that the joint pivot is in the wrong place.

    2. It appears that the joint does not behave like a limited revolute joint because the object's angular range of movement exceeds the desired +/- 3 degrees declared in the event sheet.

    3. The motion appears springy - which is incorrect for this type of joint. This could be because the 3 degree limit is being exceeded, even though there is so little stress (ie this point and point 2 are symptoms of the joint being excessively flexible).

    NB The joint behaves correctly if box2d web physics engine is selected.

    Expected Result

    Joints that are created using asm.js physics engine should behave in a similar way to the box2d web joints..

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    W8.1 x64

    Construct 2 Version ID

    r210 64 bit

  • Are you able to post an example capx?

  • For your FB group, why not ask the admin what their criteria are? Generally a beginner is someone just starting out at something and an expert is someone who has an authoritative knowledge on the subject. So, for game making, that could depend on whether or not you had made any successful games. If you make enough money to be able to live off of your profits then you could also consider yourself a professional rather than an amateur... Using those definitions, I am an beginner amateur at game making.... How much time you have spent doing something does not determine whether you are to be considered a novice or not; a rise above novice status will only be achieved through game-making success. IMO.

  • Mode "Carmageddon " activated

    lol. In my imaginary world, that's what's about to happen...

    ...as long as I manage to avoid getting bogged down creating the world's largest unnecessary car lighting effects - when I should be concentrating on making the layout obstacles...

  • So I've been working on something a little different for level 5.....

    I have to say that there are some frustrating aspects to working with c2 (performance of html5 when wrapped on most mobiles, limited physics engine - these are my least favorite aspects of the engine). However, the editor is fantastic and, if you don't have the time or aptitude to learn to write in a programming language, c2 is empowering. I don't accept your point about it maybe being a toy - a phrase about workmen and tools comes to mind.

    So, I take it from your post that you are concerned about webstorage being deprecated? Why not just copy the webstorage plugin, keep it safe and, if necessary, re-add it to c2 if scirra decide to remove it completely?

    As I understand it, the webstorage plugin was deprecated only because the chrome store no longer permits the use of that api - so blaming scirra for its removal is somewhat misguided. If you're selling on the google store - exporting for android - how many of your players are really going to care if their local-to-their-phone high score is removed by an update to your free-to-play game? See the point about copying the webstorage plugin if you think it's really a problem...

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  • I've not tried it, but this looks like it might work for you?

    https://www.reaconverter.com/convert/svg_to_ai.html